class_name SceneManager extends Node2D @onready var triggers: Node2D = $"../Triggers" @onready var game: GameController = $".." @onready var player: Player = $"../Player" var bullet = preload("res://scenes/bullet.tscn") var bulletArray:Array[Bullet] = [] var totalAllowedBullets:int = 7 # Called when the node enters the scene tree for the first time. func _ready() -> void: buildLevel() game.teleportSignal.connect(teleport) game.destroySignal.connect(destroy) player.shootSignal.connect(makeBullet) # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: pass func buildLevel()->void: if triggers: for obj in triggers.get_children(): if obj is Trigger: if not obj.areaTriggered.is_connected(game._on_trigger): obj.areaTriggered.connect(game._on_trigger) func teleport(body, _bodyposition=null)->void: if body is Crate: var viewport_size = get_viewport().get_visible_rect().size var random_x = randf_range(0, viewport_size.x) var random_y = randf_range(0, viewport_size.y) var newPosition = Vector2(random_x, random_y) body.teleport_to(newPosition) func bulletFactory()->Bullet: var myBullet:Bullet #how many bullets have been produced? if bulletArray.size() <= totalAllowedBullets: #make a new bullet myBullet = bullet.instantiate() add_sibling(myBullet) if not myBullet.bulletDamageSignal.is_connected(game._on_bullet_hit): myBullet.bulletDamageSignal.connect(game._on_bullet_hit) else: myBullet = bulletArray.pop_back() bulletArray.push_front(myBullet) return myBullet func makeBullet(spawnPosition, speed)->void: print("make bullet") var myBullet:Bullet = bulletFactory() myBullet.transform = spawnPosition myBullet.setSpeed(speed) myBullet.set_process(true) func stash(bullet:Bullet)->void: #hide it off-screen, remove from game loop var stashPosition:Vector2 = Vector2(-100,-100) bullet.position = stashPosition bullet.setSpeed(0) bullet.set_process(false) func destroy(body)->void: if body is Crate: body.queue_free() if body is Bullet: #stash the bullet - save memory! stash(body)